the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1#pragma once 2#include "..\Media\xuiscene_debug_set_camera.h" 3#include "XUI_Ctrl_4JEdit.h" 4#include "..\..\Common\GameRules\ConsoleSchematicFile.h" 5 6class CScene_DebugSetCamera : public CXuiSceneImpl 7{ 8public: 9 typedef struct _FreezePlayerParam 10 { 11 int player; 12 bool freeze; 13 } FreezePlayerParam; 14 15#ifndef _CONTENT_PACKAGE 16private: 17 CXuiCtrl4JEdit m_camX, m_camY, m_camZ, m_yRot, m_elevation; 18 CXuiCheckbox m_lockPlayer; 19 CXuiControl m_teleport; 20 21 DebugSetCameraPosition *currentPosition; 22 FreezePlayerParam *fpp; 23 24protected: 25 // Message map. Here we tie messages to message handlers. 26 XUI_BEGIN_MSG_MAP() 27 XUI_ON_XM_INIT( OnInit ) 28 XUI_ON_XM_NOTIFY_PRESS_EX( OnNotifyPressEx ) 29 XUI_ON_XM_KEYDOWN(OnKeyDown) 30 XUI_ON_XM_NOTIFY_VALUE_CHANGED( OnNotifyValueChanged ) 31 XUI_END_MSG_MAP() 32 33 // Control mapping to objects 34 BEGIN_CONTROL_MAP() 35 MAP_CONTROL(IDC_CamX, m_camX) 36 MAP_CONTROL(IDC_CamY, m_camY) 37 MAP_CONTROL(IDC_CamZ, m_camZ) 38 MAP_CONTROL(IDC_YRot, m_yRot) 39 MAP_CONTROL(IDC_Elevation, m_elevation) 40 MAP_CONTROL(IDC_LockPlayer, m_lockPlayer) 41 MAP_CONTROL(IDC_Teleport, m_teleport) 42 END_CONTROL_MAP() 43 44 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled ); 45 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled); 46 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled); 47 HRESULT OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged *pNotifyValueChangedData, BOOL &bHandled); 48public: 49 50 // Define the class. The class name must match the ClassOverride property 51 // set for the scene in the UI Authoring tool. 52 XUI_IMPLEMENT_CLASS( CScene_DebugSetCamera, L"CScene_DebugSetCamera", XUI_CLASS_SCENE ) 53#endif 54};